Journal of Korea Entertainment Industry Association
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v.13
no.4
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pp.83-91
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2019
Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.
Digital close-range photogrammetric technique can measure and describe 3D geometric farm from 2D image. This technique is increasingly applied in the field of sciences. In the fields of civil and mechanical engineering, which need precise measurements for design, expensive measuring equipments are widely used. In occasions where visual inspection is required in addition to other forms of measurements, appropriate measuring equipments have not been yet available. This study utilizes digital close-range photogrammetric technique to quantitatively analyze behavior patterns before and after destruction from test model of reinforced-soil wall. Then the results are compared with the measurements obtained using digital theodolite to verify the reliability of the proposed method.
Journal of the Korean Society of Floral Art and Design
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no.40
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pp.45-61
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2019
This study attempts to examine the recent trend of 'Maison & Objet' exhibition which shows everything that forms a space, and seek cases where such 'green amenity' is applied. In terms of morphology, a minimal space was filled with a curved shape, and gradually a design that reproduces nature was produced. As the maximalism gradually emerged, decorative elements were added to the design, and a lot of craft products appeared. In terms of materials, the emotion of naturalism was the most common, and natural wood materials were mainly used. These materials combine with various heterogeneous materials to complete a new design, and natural elements were shaped in space. In terms of colors, the theme in 2016 was 'Wild', and it was possible to see a space where wild nature can be experienced. It showed various colors of nature centered on brown and green of trees. 'Silence' in 2017 is distinguished and characterized by its pink color. Also, pieces of warm reddish brown furniture were made. In the past, brass or rose gold would be trendy, but in 2017, gold or silver colors showed a greater popularity. In 2018, 'Show Room' was the theme, and the representative color was green, which affected new designs with yellow and pink.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.6
no.12
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pp.533-540
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2016
Information Visualization is an information technology to visually represent the data and information by utilizing various tools. Visual information can increase the user's intuitiveness and it can be an effective way that can observe and comprehend the specific information in a short time. Information Visualization, as a research method on Humanities, in the high interest of researchers of Humanities and Area studies, is recently used for collecting base data and analyzing information. As an way to use Information Visualization, various forms of Information Visualization like Electronic Cultural Atlas, Network and Multimedia are actively discussed and studied today. In this paper, Information Visualization will be discussed by utilizing D3, a web-based technology for dynamic visualization. In detail, relationship between the Abbasids of Islam can be visualized by using nodes and connection lines and, this relationship between objects will be analyzed efficiently. Researchers related in this field can use this analyzed information for basis data in their researches.
With the improvements in computer technologies, utilization of image processing techniques has increased in many areas (such as medicine, defence industry, other industries etc.) Many different image processing techniques are used for surface analysis, detection of manufacturing defects, and determination of physical and mechanical characteristics of composite materials. In this study, cementitious composites were obtained by addition of Grounded Granulated Blast-Furnace Slag (GGBFS), Styrene Butadiene polymer (SBR), and Grounded Granulated Blast-Furnace Slag and Styrene Butadiene polymer together (GGBFS+SBR). Expanded Polystyrene (EPS) beads were added to these cementitious composites in different ratios (20%, 40% and 60%). The mechanical and physical characteristics of the composites were determined, and homogeneity indexes of the composites were determined by image processing techniques to determine EPS distribution forms in them. Physical and mechanical characteristics of the produced samples were obtained by applying consistency, density, water absorption, compressive strength (7 and 28 days), flexural strength (7 and 28 days) and tensile splitting strength (7 and 28 days) tests on them. Also, visual examination by using digital microscope, and image analysis by using image processing techniques with open source coded ImageJ program were performed. As a result of the study, it is determined that GGBFS and SBR addition strengthens the adhesion sites formed as it increases the adhesion power of the mixture and helps to get rid of the segregation problem caused by EPS. As a result of the image processing analysis it is demonstrated that GGBFS and SBR addition has positive contribution on homogeneity index.
"Gyuhapchongseo" was published in 1809, and introduced the cooking method of the noble class in the late Joseon dynasty. The characteristics of the side dishes in "Gyuhapchongseo" are as follows. Firstly, red pepper was used as whole red pepper, shredded red pepper, powdered red pepper, or Korean hot pepper paste. Secondly, salt-fermented fish was used in some forms of Kimchi, including Sukbakgi, Dong A Sukbakgi, and Gyochimhae. Thirdly, to retain the juiciness of meat during roasting, meat was spread cold water on the surface, dipped into the washing water of rice or wrapped with wet paper. Fourth, to improve the visual effect of a dish, cooked foods were displayed with various color schemes, panfried foods with two tones (egg white and yellow) of color on each side and the use of radish pigmented with deep red color. On examination of the characteristics of food in "Gyuhapchongseo", I would suggest applicable practices for the present cuisine. The use of gravy produced from the boiling down of fish flesh could raise the nutritive value of Kimchi. In "Gyuhapchongseo", Yak po (semi-dried minced beef) is noted as being good for elderly people with bad teeth. A steamed dish with dog meat in Dong A in "Gyuhapchongseo" is made by hollowing out Dong A and putting a dog in it to cook the dog meat to well done in a fire made with the hulls of rice. This technique could be used to present cuisine for steamed and roasted dishes using food ingredients such as pumpkin, sweet pumpkin, and overripe cucumber.
International journal of advanced smart convergence
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v.12
no.4
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pp.300-305
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2023
This thesis is a study of content development utilizing media outlets to date through digital humans. The trend of global content is that the video content industry, including the character business, is growing. Lil Michela, who was selected as one of the 25 most influential people on the Internet by Time magazine in 2018, Nasua, who appeared in a SK Telecom commercial, and Rosie, who appeared in a Shinhan Bank commercial, are representative. Digital humans, which are driving new content, are computer-generated human characters with various characteristics and are referred to as virtual humans, metahumans, and cyber humans. With the rise of the metaverse after COVID-19, digital humans are being utilized in various forms such as media and marketing as an element of visual content. In the form of media, we can see that the boundaries between the offline and digital worlds are converging, and in the form of marketing, we can see that digital humans connect consumers and products more naturally. In the form of interaction, it is possible to achieve two-way communication through various methods of operation, and through these factors, it is possible to go beyond behavioral communication in the form of memorialization to emotional communication through AI technology. What can be seen through these processes is that through the currently developing digital human production methods and AI functions, not only experts but also non-experts can create quality contents, and new directions of contents will appear, and contents that can provide immediate feedback by bringing consumers and creators closer together have been studied.
International Journal of Computer Science & Network Security
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v.24
no.5
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pp.165-171
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2024
The processes of society's informatization and digitalization necessitate the widespread use of new pedagogical technologies. Through these technologies, comprehensive disclosure of didactic functions of new methods of educational activity and the realization of the potential and creative potential. The use of information and computer multimedia technologies in teaching music art is especially relevant in the intensification of the development of interactive technologies, the transition to mixed forms of learning, and a period of socio-economic and sociopolitical upheavals. The study aims to substantiate the theoretical and applied principles of the analysis of multimedia technology learning musical art in modern conditions and assess the status and trends in their use in conducting educational activities. The study uses general scientific and unique methods of economic analysis, in particular, analysis and synthesis, analogy and comparison, generalization and systematization, and graphic ways. Regarding the results of the study of multimedia technologies for teaching musical art in current conditions, it was found that they contribute to the development of the seeker's creative, creative, and cognitive activity, have a positive impact on learning material, and diversify the educational process. Multimedia technologies such as presentations, programs for watching a video, listening to audio, music and singing karaoke, electronic encyclopedias, and Internet resources are proven to be the most used in music education. They have several qualitative and quantitative advantages, manifested in the possibilities of audio-visual presentation of educational material and significantly higher information density. It is suggested to strengthen the use of such computer programs as Microsoft Word, Ahead Nero, Finale, Adobe Audition, Sound Forge, and Microsoft PowerPoint for musical art classes.
Geometric abstract art has been a persistent form since ancient times and is defined in modernity as a genre of abstract painting. According to previous studies, the geo- metric structure of traditional Korean costume possesses uniqueness based on Korean thought and philosophy. Therefore, the purpose of this study is to first derive the characteristics of Wilhelm Worringer's theory, a theorist of geometric abstraction, and then compare the spiritual similarities between the traditional Korean costume and geometric abstract art, with the aim of examining the artistic competitiveness of Hanbok. Photographic materials from domestic and international museums, as well as books published by museums and government agencies, were analyzed. Further, the characteristics of Worringer's theory of the abstract impulse were derived. The results are as follows. First, the external factors are characterized by a single geometric shape on a flat surface with restrained spatial expression. The internal factors include anxiety, comfort from religion or ideology, and the need for a visual refuge for rest. Second, traditional Korean costume and geometric abstraction share common spiritual contexts of artistry, transcendence, and stability according to Worringer's theory. Third, the study of the spiritual similarities between the traditional Korean costume and geometric abstract art through Worringer's theory reveals that the artistry of traditional Korean costume is expressed in universal forms, transcendence as intrinsic origins, and stability as a unique aesthetic consciousness. These findings provide a framework for reinterpreting the originality and universality of traditional Korean costume as Korean cultural content, infused with the characteristics of modern art.
Purpose: we often find variable degrees of FDG uptake and patterns in stomach, which can make difficult to distinguish physiologic uptake from pathologic uptake on FDG PET. The purpose of this study was to find out the significant findings of stomach on FDG PET. Materials and Methods: Thirty-eight patients who underwent both FDG PET and endoscopy within one week from Jun. 2003, to Aug. 2004 were included in this study. We reviewed 38 patients (18 for medical check up, 15 for work up of other malignancies, and 5 for the evaluation of stomach lesion). Their mean age was 56 years old (range:$32{\sim}79$), men and women were 28 and 10, respectively. Two nuclear physicians evaluated five parameters on FDG PET findings of stomach with a consensus: 1) visual grades 2) maximum SUV (max.SUV) 3) focal 4) diffuse and S) asymmetric patterns. We correlated the lesions of FDG PET findings of stomach with those of endoscopy. We considered more than equivocal findings on FDG PET as positive. Results: The six of 38 patients were proven as malignant lesions by endoscopic biopsy and others were inflammatory lesions (ulcer in 3, chronic atrophic gastritis in 12, uncommon forms of gastritis in 5), non-inflammatory lesions (n=3), and normal stomach (n=9). By the visual analysis, malignant lesions had higher FDG uptake than the others. The max.SUV of malignant lesions was $7.95{\pm}4.83$ which was significantly higher than the other benign lesions ($2.9{\pm}0.69$ in ulcer, $3.08{\pm}1.2$ in chronic atrophic gastritis, $3.2{\pm}1.49$ in uncommon forms of gastritis (p=0.044)). In the appearance of stomach on FDG PET, malignant lesions were shown focal (5 of 6) and benign inflammatory lesions were shown diffuse (9 of 20) and asymmetric (14 of 20). Benign lesions and normal stomach were shown variable degrees of uptake and patterns. Some cases of benign inflammatory lesions such as ulcer and gastritis were shown focal and mimicked cancerous lesion (4 of 15). Conclusion: Gastric malignant lesions had higher FDG uptake and focal pattern. However, benign inflammatory lesions had moderate degrees of uptake and diffuse and asymmetric patterns rather than focal. It is difficult to differentiate between benign lesions including normal.
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